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  1. #1
    rsslcs's Avatar Senator
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    Default HDR mod!

    Yes, this little gem adds Bloom and other niceties to RS2. It modifies no files, so it is easily removeable.
    Place in your RS2 main directory. That's it, you're done.
    Want feedback for how it looks of course.

    LATEST BLOOM SETTINGS:
    Spoiler Alert, click show to read: 

    [PROXY]
    EnableProxyLibrary=0
    InitProxyFunctions=1
    ProxyLibrary=
    [GLOBAL]
    UseEffect=1
    AlternativeDepth=1
    AllowAntialias=0
    BugFixMode=1
    SkipShaderOptimization=1
    QuadVertexBuffer=1
    [EFFECT]
    EnableBloom=1
    EnableOcclusion=1
    EnableReflection=0
    EnableMotionBlur=0
    EnableWater=1
    EnableShadow=1
    DepthBias=1
    [INPUT]
    KeyUseEffect=123
    KeyBloom=120
    KeyOcclusion=121
    KeyReflection=122
    KeyCombination=16
    KeyShadow=119
    KeyWater=118
    [REFLECTION]
    ReflectionPower=24
    ChromePower=20
    UseCurrentFrameReflection=1
    ReflectionQuality=0
    ReflectionSourceSpecular=100
    ReflectionSourceTFactor=100
    UseAdditiveReflection=1
    ReflectionDepthBias=1
    UseLowResReflection=0
    ReflectionSinglePass=0
    [BLOOM]
    BloomPowerDay=5.6
    BloomFadeTime=1333.32
    BloomConstantDay=5.6
    BloomQuality=0
    BloomScreenLevelDay=50
    BloomCurveDay=2.8
    BloomPowerNight=5.4
    BloomConstantNight=6.0
    BloomCurveNight=2.9
    BloomScreenLevelNight=33.33
    BloomAdaptationScreenLevel=53.333
    BloomAdaptationMultiplier=13.33
    BloomAllowOversaturation=1
    [SSAO]
    UseFilter=1
    OcclusionQuality=1
    FilterQuality=1
    DarkeningLevel=23.5
    BrighteningLevel=13
    IlluminationLevel=6
    AdditiveIlluminationLevel=3
    UseAmbientOcclusion=1
    UseIndirectLightning=1
    [COLORCORRECTION]
    DarkeningAmountDay=5
    ScreenLevelDay=100
    ScreenLevelNight=100
    DarkeningAmountNight=10
    GammaCurveDay=1
    GammaCurveNight=1
    ColorSaturationDay=50
    ColorSaturationNight=50
    UsePaletteTexture=1
    [PLUGIN]
    WeatherMod=0
    [WATER]
    UseWaterDeep=0
    WaterDeepness=20
    WaterQuality=3
    [SHADOW]
    ShadowFadeStart=160
    ShadowFadeEnd=320
    ShadowAmountDay=120
    ShadowAmountNight=60
    ShadowScreenLevelDay=120
    ShadowScreenLevelNight=40
    ShadowQuality=0
    UseShadowFilter=1
    FilterQuality=1
    [ENGINE]
    ForceAnisotropicFiltering=0
    MaxAnisotropy=0
    ForceDisplayRefreshRate=0
    DisplayRefreshRateHz=60
    [MOTIONBLUR]
    MotionBlurQuality=0
    MotionBlurVelocity=100
    MotionBlurRotation=100

    LATEST Descr_battle_map_lighting_and_fog_control.txt
    Spoiler Alert, click show to read: 

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    ; general
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    enable_gloom

    sun_below_horizon_night_lighting_out -7.0
    sun_below_horizon_night_lighting_full 2.0

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    ; lighting
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    min_light_intensity 0.4
    max_light_intensity 1.2
    ambient_reduce_proportion 0.85
    ambient_red_increase_proportion 0.3
    ambient_green_increase_proportion 0.3
    ambient_blue_increase_proportion 0.38

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    ; unit lighting
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    unit_min_light_intensity 0.65
    unit_max_light_intensity 1.4
    unit_ambient_reduce_proportion 0.8
    unit_ambient_red_increase_proportion 0.34
    unit_ambient_green_increase_proportion 0.32
    unit_ambient_blue_increase_proportion 0.35
    unit_ambient_multiplier 1.2
    unit_diffuse_multiplier 1.6

    unit_night_min_light_intensity 0.45
    unit_night_max_light_intensity 1.0
    unit_night_ambient_reduce_proportion 0.35
    unit_night_ambient_red_increase_proportion 0.25
    unit_night_ambient_green_increase_proportion 0.30
    unit_night_ambient_blue_increase_proportion 0.35
    unit_night_ambient_multiplier 0.6
    unit_night_diffuse_multiplier 0.9

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    ; fog
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    settlement_exponential_modifier 0.0002
    camera_height_exponential_modifier -0.00025
    camera_exponential_modifier_max_height 100.0
    min_fog_exponential 0.00015
    min_fog_intensity 0.0001
    haze_to_fog_transition_exponential 0.0001
    haze_to_fog_transition_exponential_range 0.00015
    gloom_fog_exponential 0.0001

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Backup this file in case something goes wrong!
    Toggle on/off: Use Shift+F12
    I recommend using the minimal UI so that you can hide menus and unit icons, as the UI is affected by bloom. Sadly, there is no way around it as far as I can see.

    Known issues:
    -The game starts with a black screen. When everything goes psychedelic and the menu music starts, Alt-tab out and then restore the game to actually start playing. I'm trying (in vain ) to get this fixed, but no luck as of yet.

    -The sky looks wierd at times, due to bloom. A compromise had to be made. Either have units with hardly any colour in them, or have an over-saturated sky.

    That's it, I think. Untested in campaign as of yet. Bloom adjusts itself so that you are not blinded when a window pops up.
    Looks better in-game than in these pics of course.
    Pics:
    Spoiler Alert, click show to read: 
    With HDR:
    Without HDR:


    All credit for the original files goes to the creator who isn't me. I just made it look pretty in RTW. Also thanks to Elendil of Numenor for assisting me.
    STILL AN ALPHA EXPERIMENTAL BETA UNSTABLE BUGGY UNTESTED ARMED & DANGEROUS WIP!
    Last edited by rsslcs; March 05, 2010 at 12:08 PM. Reason: Updated bloom settings.

  2. #2

    Default Re: HDR mod!

    Good work.
    We can always adjust unit lighting to compensate.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  3. #3

    Default Re: HDR mod!

    Two things....
    1) I think we need to turn the bloom down a little as we're losing a load of contrast and colour

    2) My framerate is actually faster with this turned on, it seems





    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  4. #4
    rsslcs's Avatar Senator
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    Default Re: HDR mod!

    I'll see what I can do. I can hopefully maintain bloom levels (that's if you don't also want them lowered just because they're too high) by increasing colour saturation, and by tweaking ambient occlusion to darken/lighten more.

  5. #5

    Default Re: HDR mod!

    It'd be great to have a little less bloom, more saturation and more contrast.

    Here's a comparison of the two - good and bad things about both.....one of the things you lose with the bloom is some degree of precision in the textures and so on. If we could get the lighting and colours of the second with the just a little less bloom than the first, it'd be perfect.

    With:


    Without:


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  6. #6
    rsslcs's Avatar Senator
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    Default Re: HDR mod!

    After hours and hours of mindless alt-tabbing and number crunching with Google's own calculator, I realised that the solution to my colour problem was to turn ambient occlusion off. I now have another ini which applies light bloom, and no darkening. That results in less colour loss!

    Just copy-paste that vvvvv to your enbseries.ini (overwrite everything.)
    Spoiler Alert, click show to read: 
    [PROXY]
    EnableProxyLibrary=0
    InitProxyFunctions=1
    ProxyLibrary=
    [GLOBAL]
    UseEffect=1
    AlternativeDepth=1
    AllowAntialias=0
    BugFixMode=1
    SkipShaderOptimization=1
    QuadVertexBuffer=1
    [EFFECT]
    EnableBloom=1
    EnableOcclusion=0
    EnableReflection=0
    EnableMotionBlur=1
    EnableWater=1
    EnableShadow=1
    DepthBias=1
    [INPUT]
    KeyUseEffect=123
    KeyBloom=120
    KeyOcclusion=121
    KeyReflection=122
    KeyCombination=16
    KeyShadow=119
    KeyWater=118
    [REFLECTION]
    ReflectionPower=24
    ChromePower=20
    UseCurrentFrameReflection=1
    ReflectionQuality=0
    ReflectionSourceSpecular=100
    ReflectionSourceTFactor=100
    UseAdditiveReflection=1
    ReflectionDepthBias=1
    UseLowResReflection=0
    ReflectionSinglePass=0
    [BLOOM]
    BloomPowerDay=4
    BloomFadeTime=1333.32
    BloomConstantDay=5.2
    BloomQuality=0
    BloomScreenLevelDay=50
    BloomCurveDay=2
    BloomPowerNight=4
    BloomConstantNight=6.6
    BloomCurveNight=2
    BloomScreenLevelNight=33.33
    BloomAdaptationScreenLevel=53.333
    BloomAdaptationMultiplier=13.33
    BloomAllowOversaturation=1
    [SSAO]
    UseFilter=1
    OcclusionQuality=1
    FilterQuality=1
    DarkeningLevel=5
    BrighteningLevel=15
    IlluminationLevel=10
    AdditiveIlluminationLevel=5
    UseAmbientOcclusion=1
    UseIndirectLightning=1
    [COLORCORRECTION]
    DarkeningAmountDay=5
    ScreenLevelDay=100
    ScreenLevelNight=100
    DarkeningAmountNight=5
    GammaCurveDay=0
    GammaCurveNight=1
    ColorSaturationDay=50
    ColorSaturationNight=50
    UsePaletteTexture=1
    [PLUGIN]
    WeatherMod=0
    [WATER]
    UseWaterDeep=0
    WaterDeepness=20
    WaterQuality=3
    [SHADOW]
    ShadowFadeStart=160
    ShadowFadeEnd=320
    ShadowAmountDay=120
    ShadowAmountNight=60
    ShadowScreenLevelDay=120
    ShadowScreenLevelNight=40
    ShadowQuality=0
    UseShadowFilter=1
    FilterQuality=1
    [ENGINE]
    ForceAnisotropicFiltering=0
    MaxAnisotropy=0
    ForceDisplayRefreshRate=0
    DisplayRefreshRateHz=60
    [MOTIONBLUR]
    MotionBlurQuality=0
    MotionBlurVelocity=100
    MotionBlurRotation=100


    Feedback is much appreciated.

  7. #7

    Default Re: HDR mod!

    could u post some comparison screens?

  8. #8
    saxdude's Avatar Vicarius Provinciae
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    Default Re: HDR mod!

    Tested it, my problem with this is that it seems to cancel out the beginning image that says roma surrectum and when its changing from the menu to (for example) the battle map, the loading page goes black or like this: and i have to alttab to get it off, is there any way around this? also the blooming effect gets to the UI but i dont know if that can be fixed as well.
    Either way i took some screens with rsslcs settings though isnt the bloom a little to subtle??
    Spoiler Alert, click show to read: 

    Rome really does look magestic though....

  9. #9

    Default Re: HDR mod!

    Does it affect FPS?

  10. #10
    rsslcs's Avatar Senator
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    Default Re: HDR mod!

    Apparently, it makes them better. And Saxdude, at startup you need to alt+tab out when you hear the menu music. I can't correct the startup screen issue, take a look at the first post. Fix the loading screen issue by only switching bloom on during gameplay.

    @Saxdude: Put this into your ini. Bloom is a bit stronger in this one. Replace the previous settings.
    Spoiler Alert, click show to read: 
    [PROXY]
    EnableProxyLibrary=0
    InitProxyFunctions=1
    ProxyLibrary=
    [GLOBAL]
    UseEffect=1
    AlternativeDepth=1
    AllowAntialias=0
    BugFixMode=1
    SkipShaderOptimization=1
    QuadVertexBuffer=1
    [EFFECT]
    EnableBloom=1
    EnableOcclusion=0
    EnableReflection=0
    EnableMotionBlur=1
    EnableWater=1
    EnableShadow=1
    DepthBias=1
    [INPUT]
    KeyUseEffect=123
    KeyBloom=120
    KeyOcclusion=121
    KeyReflection=122
    KeyCombination=16
    KeyShadow=119
    KeyWater=118
    [REFLECTION]
    ReflectionPower=24
    ChromePower=20
    UseCurrentFrameReflection=1
    ReflectionQuality=0
    ReflectionSourceSpecular=100
    ReflectionSourceTFactor=100
    UseAdditiveReflection=1
    ReflectionDepthBias=1
    UseLowResReflection=0
    ReflectionSinglePass=0
    [BLOOM]
    BloomPowerDay=4.9
    BloomFadeTime=1333.32
    BloomConstantDay=5.6
    BloomQuality=0
    BloomScreenLevelDay=50
    BloomCurveDay=3
    BloomPowerNight=4.9
    BloomConstantNight=7.0
    BloomCurveNight=3
    BloomScreenLevelNight=33.33
    BloomAdaptationScreenLevel=53.333
    BloomAdaptationMultiplier=13.33
    BloomAllowOversaturation=1
    [SSAO]
    UseFilter=1
    OcclusionQuality=1
    FilterQuality=1
    DarkeningLevel=5
    BrighteningLevel=15
    IlluminationLevel=10
    AdditiveIlluminationLevel=5
    UseAmbientOcclusion=1
    UseIndirectLightning=1
    [COLORCORRECTION]
    DarkeningAmountDay=5
    ScreenLevelDay=100
    ScreenLevelNight=100
    DarkeningAmountNight=5
    GammaCurveDay=0
    GammaCurveNight=1
    ColorSaturationDay=50
    ColorSaturationNight=50
    UsePaletteTexture=1
    [PLUGIN]
    WeatherMod=0
    [WATER]
    UseWaterDeep=0
    WaterDeepness=20
    WaterQuality=3
    [SHADOW]
    ShadowFadeStart=160
    ShadowFadeEnd=320
    ShadowAmountDay=120
    ShadowAmountNight=60
    ShadowScreenLevelDay=120
    ShadowScreenLevelNight=40
    ShadowQuality=0
    UseShadowFilter=1
    FilterQuality=1
    [ENGINE]
    ForceAnisotropicFiltering=0
    MaxAnisotropy=0
    ForceDisplayRefreshRate=0
    DisplayRefreshRateHz=60
    [MOTIONBLUR]
    MotionBlurQuality=0
    MotionBlurVelocity=100
    MotionBlurRotation=100


    EDIT: A pretty comparison shot!

    Spoiler Alert, click show to read: 
    Bloom on:

    Bloom off:


    I can always turn bloom up if the effect is too weak.
    Last edited by rsslcs; March 02, 2010 at 07:36 AM.

  11. #11

    Default Re: HDR mod!

    looks great

  12. #12

    Default Re: HDR mod!

    Is there any way to increase the contrast / make things darker as although the bloom effect is good, the effect is to make things look somewhat washed out?


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  13. #13
    rsslcs's Avatar Senator
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    Default Re: HDR mod!

    No luck yet. Later versions of ENBseries have that feature built-in, but unfortunately, they break the game.

    EDIT: My latest ini. As far as I can tell, there is no longer any colour loss, and contrast is maybe slightly better, but it's hard to improve contrast without losing colour because of the way the SSAO works.

    Spoiler Alert, click show to read: 

    [PROXY]
    EnableProxyLibrary=0
    InitProxyFunctions=1
    ProxyLibrary=
    [GLOBAL]
    UseEffect=1
    AlternativeDepth=1
    AllowAntialias=0
    BugFixMode=1
    SkipShaderOptimization=1
    QuadVertexBuffer=1
    [EFFECT]
    EnableBloom=1
    EnableOcclusion=0
    EnableReflection=0
    EnableMotionBlur=1
    EnableWater=1
    EnableShadow=1
    DepthBias=1
    [INPUT]
    KeyUseEffect=123
    KeyBloom=120
    KeyOcclusion=121
    KeyReflection=122
    KeyCombination=16
    KeyShadow=119
    KeyWater=118
    [REFLECTION]
    ReflectionPower=24
    ChromePower=20
    UseCurrentFrameReflection=1
    ReflectionQuality=0
    ReflectionSourceSpecular=100
    ReflectionSourceTFactor=100
    UseAdditiveReflection=1
    ReflectionDepthBias=1
    UseLowResReflection=0
    ReflectionSinglePass=0
    [BLOOM]
    BloomPowerDay=4.9
    BloomFadeTime=1333.32
    BloomConstantDay=5.6
    BloomQuality=0
    BloomScreenLevelDay=50
    BloomCurveDay=3
    BloomPowerNight=4.9
    BloomConstantNight=7.0
    BloomCurveNight=3
    BloomScreenLevelNight=33.33
    BloomAdaptationScreenLevel=53.333
    BloomAdaptationMultiplier=13.33
    BloomAllowOversaturation=1
    [SSAO]
    UseFilter=1
    OcclusionQuality=1
    FilterQuality=1
    DarkeningLevel=10
    BrighteningLevel=10
    IlluminationLevel=5
    AdditiveIlluminationLevel=2
    UseAmbientOcclusion=1
    UseIndirectLightning=1
    [COLORCORRECTION]
    DarkeningAmountDay=0
    ScreenLevelDay=100
    ScreenLevelNight=100
    DarkeningAmountNight=10
    GammaCurveDay=0
    GammaCurveNight=1
    ColorSaturationDay=50
    ColorSaturationNight=50
    UsePaletteTexture=1
    [PLUGIN]
    WeatherMod=0
    [WATER]
    UseWaterDeep=0
    WaterDeepness=20
    WaterQuality=3
    [SHADOW]
    ShadowFadeStart=160
    ShadowFadeEnd=320
    ShadowAmountDay=120
    ShadowAmountNight=60
    ShadowScreenLevelDay=120
    ShadowScreenLevelNight=40
    ShadowQuality=0
    UseShadowFilter=1
    FilterQuality=1
    [ENGINE]
    ForceAnisotropicFiltering=0
    MaxAnisotropy=0
    ForceDisplayRefreshRate=0
    DisplayRefreshRateHz=60
    [MOTIONBLUR]
    MotionBlurQuality=0
    MotionBlurVelocity=100
    MotionBlurRotation=100
    Last edited by rsslcs; March 02, 2010 at 11:46 AM.

  14. #14

    Default Re: HDR mod!

    We could just tweak the lighting in the descr_battlemap_lighting_and_fog_control.txt file to compensate.


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  15. #15
    rsslcs's Avatar Senator
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    Default Re: HDR mod!

    How's the bloom? Is it there yet? I turned it down, but it was too low in some peoples opinion, so I turned it back up again but not as much as previuosly. I have also tried to add bloom without brightening the screen up too much so that night battles don't get ruined.

  16. #16

    Default Re: HDR mod!

    Would you be happy to have a go at tweaking the lighting file and see whether you can make some changes to compensate?


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  17. #17
    rsslcs's Avatar Senator
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    Default Re: HDR mod!

    To make the contrast better? I've never really touched on modding apart from creating buildpics and just looking at what the files do, so I'm a bit of a novice I'm afraid. But if you tell me where the files are, I can usually work them out.

  18. #18
    Elendil of Númenor's Avatar Campidoctor
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    Default Re: HDR mod!

    Don't worry, it's quite simple. It's in the main data folder, "descr_battlemap_lighting_and_fog_control.txt"

    Change the numbers there - not too big changes.

    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    ; general
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    enable_gloom

    sun_below_horizon_night_lighting_out -7.0
    sun_below_horizon_night_lighting_full 2.0

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    ; lighting
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    min_light_intensity 0.5
    max_light_intensity 1.2
    ambient_reduce_proportion 0.85
    ambient_red_increase_proportion 0.3
    ambient_green_increase_proportion 0.3
    ambient_blue_increase_proportion 0.38

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    ; unit lighting
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    unit_min_light_intensity 0.8
    unit_max_light_intensity 1.4
    unit_ambient_reduce_proportion 0.8
    unit_ambient_red_increase_proportion 0.34
    unit_ambient_green_increase_proportion 0.32
    unit_ambient_blue_increase_proportion 0.35
    unit_ambient_multiplier 1.1
    unit_diffuse_multiplier 1.1

    unit_night_min_light_intensity 0.5
    unit_night_max_light_intensity 0.8
    unit_night_ambient_reduce_proportion 0.35
    unit_night_ambient_red_increase_proportion 0.25
    unit_night_ambient_green_increase_proportion 0.30
    unit_night_ambient_blue_increase_proportion 0.35
    unit_night_ambient_multiplier 0.5
    unit_night_diffuse_multiplier 0.5

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    ; fog
    ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    settlement_exponential_modifier 0.0002
    camera_height_exponential_modifier -0.00025
    camera_exponential_modifier_max_height 100.0
    min_fog_exponential 0.00015
    min_fog_intensity 0.0001
    haze_to_fog_transition_exponential 0.0001
    haze_to_fog_transition_exponential_range 0.00015
    gloom_fog_exponential 0.0001

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    Under general lighting is the lighting of the 'environment', everything you see, and under unit lighting is the amount of and the way light effects units on the battle map. I don't think there's anything you need to do with fog.
    Quite simple really, I'm sure you'll get the hang of it...

  19. #19

    Default Re: HDR mod!

    First of all just try tweaks to this:
    min_light_intensity 0.5
    max_light_intensity 1.2

    and this
    unit_min_light_intensity 0.8
    unit_max_light_intensity 1.4


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  20. #20
    rsslcs's Avatar Senator
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    Default Re: HDR mod!

    Ok thanks. I'm on it now. To add comments to the file (to tell me what each value does once I work everything out) can I just add a ; before the comment like in lua?

    EDIT: Can anyone tell me what these lines do? I've modified the values with no noticeable result. I was hoping they would increase colour saturation.

    Spoiler Alert, click show to read: 

    ambient_reduce_proportion 0.85
    ambient_red_increase_proportion 0.3
    ambient_green_increase_proportion 0.3
    ambient_blue_increase_proportion 0.38

    then:
    unit_ambient_reduce_proportion 0.8
    unit_ambient_red_increase_proportion 0.34
    unit_ambient_green_increase_proportion 0.32
    unit_ambient_blue_increase_proportion 0.35

    There is also one for the night battles.



    It also seems that unit lighting has the same effect as ambient occlusion in ENBseries. Press shift+F9 to disable bloom but to retain colour correction and you'll see the effect. I'm still looking at the values in the descr file though, because you can change the environment and units separately which is pretty useful, and the min and max values widen the range of lighting that you can have too. (of course you already know that. )

    EDIT:
    Ok- Modified unit lighting a tad, mostly the difference between light and dark on units is greater to look better with bloom on. I've turned bloom down a bit, but not as much as last time so that the effect is still noticeable. Ambient occlusion has been turned up: More darkening and more lighting to hopefully increase contrast. Ideally, I need a way to increase colour saturation to reduce the negative effect on textures. Enb colour correction does not seem to work, and editing the above values did nothing too.

    Here's the latest ini complete with descr_battle_map_lighting_and_fog_control.txt (see attachment) Look at the OP, all the latest stuff is there.
    Last edited by rsslcs; March 02, 2010 at 03:36 PM.

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